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# pragma once
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# include "../lib/HeroBonus.h"
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# include "../lib/ConstTransitivePtr.h"
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/*
* CArtHandler . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
class CDefHandler ;
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class CArtifact ;
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class CGHeroInstance ;
struct ArtifactLocation ;
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class CArtifactSet ;
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namespace ArtifactPosition
{
enum ArtifactPosition
{
PRE_FIRST = - 1 ,
HEAD , SHOULDERS , NECK , RIGHT_HAND , LEFT_HAND , TORSO , RIGHT_RING , LEFT_RING , FEET , MISC1 , MISC2 , MISC3 , MISC4 ,
MACH1 , MACH2 , MACH3 , MACH4 , SPELLBOOK , MISC5 ,
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AFTER_LAST ,
//cres
CREATURE_SLOT = 0
} ;
}
namespace ArtBearer
{
enum
{
HERO , CREATURE
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} ;
}
class DLL_LINKAGE CArtifact : public CBonusSystemNode //container for artifacts
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{
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protected :
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std : : string name , description ; //set if custom
public :
enum EartClass { ART_SPECIAL = 1 , ART_TREASURE = 2 , ART_MINOR = 4 , ART_MAJOR = 8 , ART_RELIC = 16 } ; //artifact classes
const std : : string & Name ( ) const ; //getter
const std : : string & Description ( ) const ; //getter
bool isBig ( ) const ;
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void setDescription ( std : : string desc ) ;
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int getArtClassSerial ( ) const ; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
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std : : string nodeName ( ) const OVERRIDE ;
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ui32 price ;
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bmap < ui8 , std : : vector < ui16 > > possibleSlots ; //Bearer Type => ids of slots where artifact can be placed
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std : : vector < ui32 > * constituents ; // Artifacts IDs a combined artifact consists of, or NULL.
std : : vector < ui32 > * constituentOf ; // Reverse map of constituents.
EartClass aClass ;
si32 id ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & static_cast < CBonusSystemNode & > ( * this ) ;
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h & name & description & price & possibleSlots & constituents & constituentOf & aClass & id ;
}
CArtifact ( ) ;
~ CArtifact ( ) ;
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//override
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//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
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} ;
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class DLL_LINKAGE CArtifactInstance : public CBonusSystemNode
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{
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protected :
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void init ( ) ;
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CArtifactInstance ( CArtifact * Art ) ;
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public :
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CArtifactInstance ( ) ;
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ConstTransitivePtr < CArtifact > artType ;
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si32 id ; //id of the instance
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//CArtifactInstance(int aid);
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std : : string nodeName ( ) const OVERRIDE ;
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void deserializationFix ( ) ;
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void setType ( CArtifact * Art ) ;
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int firstAvailableSlot ( const CArtifactSet * h ) const ;
int firstBackpackSlot ( const CArtifactSet * h ) const ;
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int getGivenSpellID ( ) const ; //to be used with scrolls (and similar arts), -1 if none
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virtual bool canBePutAt ( const CArtifactSet * artSet , int slot , bool assumeDestRemoved = false ) const ;
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bool canBePutAt ( const ArtifactLocation al , bool assumeDestRemoved = false ) const ; //forwards to the above one
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virtual bool canBeDisassembled ( ) const ;
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virtual void putAt ( ArtifactLocation al ) ;
virtual void removeFrom ( ArtifactLocation al ) ;
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virtual bool isPart ( const CArtifactInstance * supposedPart ) const ; //checks if this a part of this artifact: artifact instance is a part of itself, additionally truth is returned for consituents of combined arts
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std : : vector < const CArtifact * > assemblyPossibilities ( const CArtifactSet * h ) const ;
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void move ( ArtifactLocation src , ArtifactLocation dst ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CBonusSystemNode & > ( * this ) ;
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h & artType & id ;
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BONUS_TREE_DESERIALIZATION_FIX
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}
static CArtifactInstance * createScroll ( const CSpell * s ) ;
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static CArtifactInstance * createNewArtifactInstance ( CArtifact * Art ) ;
static CArtifactInstance * createNewArtifactInstance ( int aid ) ;
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} ;
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class DLL_LINKAGE CCombinedArtifactInstance : public CArtifactInstance
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{
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CCombinedArtifactInstance ( CArtifact * Art ) ;
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public :
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struct ConstituentInfo
{
ConstTransitivePtr < CArtifactInstance > art ;
si16 slot ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & art & slot ;
}
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bool operator = = ( const ConstituentInfo & rhs ) const ;
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ConstituentInfo ( CArtifactInstance * art = NULL , ui16 slot = - 1 ) ;
} ;
std : : vector < ConstituentInfo > constituentsInfo ;
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bool canBePutAt ( const CArtifactSet * artSet , int slot , bool assumeDestRemoved = false ) const OVERRIDE ;
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bool canBeDisassembled ( ) const OVERRIDE ;
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void putAt ( ArtifactLocation al ) OVERRIDE ;
void removeFrom ( ArtifactLocation al ) OVERRIDE ;
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bool isPart ( const CArtifactInstance * supposedPart ) const OVERRIDE ;
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void createConstituents ( ) ;
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void addAsConstituent ( CArtifactInstance * art , int slot ) ;
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CArtifactInstance * figureMainConstituent ( const ArtifactLocation al ) ; //main constituent is replcaed with us (combined art), not lock
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CCombinedArtifactInstance ( ) ;
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void deserializationFix ( ) ;
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friend class CArtifactInstance ;
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friend struct AssembledArtifact ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & static_cast < CArtifactInstance & > ( * this ) ;
h & constituentsInfo ;
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BONUS_TREE_DESERIALIZATION_FIX
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}
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} ;
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// class DLL_LINKAGE IModableArt : public CArtifact //artifact which can have different properties, such as scroll or banner
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// { //used only for dynamic cast :P
// public:
// si32 ID; //used for smart serialization
//
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<CArtifact&>(*this);
// h & ID;
// }
// };
//
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// class DLL_LINKAGE CScroll : public IModableArt // Spell Scroll
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// {
// public:
// CScroll(){spellid=0;};
// CScroll(spelltype sid){spellid = sid;};
// spelltype spellid;
// void Init();
// void SetProperty (int mod){spellid = mod;};
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<IModableArt&>(*this);
// h & spellid;
// }
// };
//
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// class DLL_LINKAGE CCustomizableArt : public IModableArt // Warlord's Banner with multiple options
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// {
// public:
// ui8 mode;
// CCustomizableArt(){mode=0;};
// void Init(){};
// void SetProperty (int mod){};
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<IModableArt&>(*this);
// h & mode;
// }
// };
//
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// class DLL_LINKAGE CCommanderArt : public IModableArt // Growing with time
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// {
// public:
// ui32 level;
// CCommanderArt(){level = 0;};
// void Init(){};
// void SetProperty (int mod){level = mod;};
// void Upgrade(){level++;};
// template <typename Handler> void serialize(Handler &h, const int version)
// {
// h & static_cast<IModableArt&>(*this);
// h & level;
// }
// };
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class DLL_LINKAGE CArtHandler //handles artifacts
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{
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void giveArtBonus ( int aid , Bonus : : BonusType type , int val , int subtype = - 1 , int valType = Bonus : : BASE_NUMBER , ILimiter * limiter = NULL , int additionalinfo = 0 ) ;
void giveArtBonus ( int aid , Bonus : : BonusType type , int val , int subtype , IPropagator * propagator , int additionalinfo = 0 ) ;
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public :
std : : vector < CArtifact * > treasures , minors , majors , relics ;
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std : : vector < ConstTransitivePtr < CArtifact > > artifacts ;
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std : : vector < CArtifact * > allowedArtifacts ;
std : : set < ui32 > bigArtifacts ; // Artifacts that cannot be moved to backpack, e.g. war machines.
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//std::map<ui32, ui8> modableArtifacts; //1-scroll, 2-banner, 3-commander art with progressive bonus
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void loadArtifacts ( bool onlyTxt ) ;
void sortArts ( ) ;
void addBonuses ( ) ;
void clear ( ) ;
void clearHlpLists ( ) ;
ui16 getRandomArt ( int flags ) ;
ui16 getArtSync ( ui32 rand , int flags ) ;
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void getAllowedArts ( std : : vector < ConstTransitivePtr < CArtifact > > & out , std : : vector < CArtifact * > * arts , int flag ) ;
void getAllowed ( std : : vector < ConstTransitivePtr < CArtifact > > & out , int flags ) ;
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void erasePickedArt ( si32 id ) ;
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bool isBigArtifact ( ui32 artID ) const { return bigArtifacts . find ( artID ) ! = bigArtifacts . end ( ) ; }
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// void equipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art) const;
// void unequipArtifact (std::map<ui16, const CArtifact*> &artifWorn, ui16 slotID) const;
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void initAllowedArtifactsList ( const std : : vector < ui8 > & allowed ) ; //allowed[art_id] -> 0 if not allowed, 1 if allowed
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static int convertMachineID ( int id , bool creToArt ) ;
CArtHandler ( ) ;
~ CArtHandler ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & artifacts & allowedArtifacts & treasures & minors & majors & relics ;
//if(!h.saving) sortArts();
}
} ;
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struct DLL_LINKAGE ArtSlotInfo
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{
ConstTransitivePtr < CArtifactInstance > artifact ;
ui8 locked ; //if locked, then artifact points to the combined artifact
ArtSlotInfo ( )
{
locked = false ;
}
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & artifact & locked ;
}
} ;
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class DLL_LINKAGE CArtifactSet
{
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public :
std : : vector < ArtSlotInfo > artifactsInBackpack ; //hero's artifacts from bag
bmap < ui16 , ArtSlotInfo > artifactsWorn ; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
ArtSlotInfo & retreiveNewArtSlot ( ui16 slot ) ;
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void setNewArtSlot ( ui16 slot , CArtifactInstance * art , bool locked ) ;
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void eraseArtSlot ( ui16 slot ) ;
const ArtSlotInfo * getSlot ( ui16 pos ) const ;
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const CArtifactInstance * getArt ( ui16 pos , bool excludeLocked = true ) const ; //NULL - no artifact
CArtifactInstance * getArt ( ui16 pos , bool excludeLocked = true ) ; //NULL - no artifact
si32 getArtPos ( int aid , bool onlyWorn = true ) const ; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
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si32 getArtPos ( const CArtifactInstance * art ) const ;
const CArtifactInstance * getArtByInstanceId ( int artInstId ) const ;
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bool hasArt ( ui32 aid , bool onlyWorn = false ) const ; //checks if hero possess artifact of given id (either in backack or worn)
bool isPositionFree ( ui16 pos , bool onlyLockCheck = false ) const ;
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si32 getArtTypeId ( ui16 pos ) const ;
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virtual ui8 bearerType ( ) const = 0 ;
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virtual ~ CArtifactSet ( ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & artifactsInBackpack & artifactsWorn ;
}
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void artDeserializationFix ( CBonusSystemNode * node ) ;
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} ;